Broken implementation of window colours, move towards stencil ceilings

This commit is contained in:
2025-10-29 21:48:09 +00:00
parent 40c1907689
commit c2e5aaa7a0
17 changed files with 76 additions and 85 deletions
+1 -1
View File
@@ -11,5 +11,5 @@ void main()
if (d > 1) {discard;}
fCol = vec4(vCol.xyz,vCol.w*(1-d));
fPos = vec4(vPosID.xyz, vCol.w*(1-d));
fNorm = vec4(vControls.xy, 0.1 ,fPos.w); // note arbirary 0.1, might want to point downwards at the edges?
fNorm = vec4(vControls.xy, 0.1 ,fPos.w); // note arbitrary 0.1, might want to point downwards at the edges?
}
+6 -6
View File
@@ -4,7 +4,7 @@ layout(triangle_strip, max_vertices = 18) out;
layout(std140, binding = 0) uniform TheMat { mat4 theMat; };
layout(location=0) uniform vec3 lightPos;
layout(location=1) uniform float rad;
float rad2 = rad;
//float rad = rad;
// Preprocessed to include ../functions.glsl
float closestPointOnLineParam (vec2 a, vec2 b, vec2 p) {
return dot(p - a,b-a) / dot(b-a,b-a);
@@ -19,7 +19,7 @@ vec2 closestPointOnSeg (vec2 a,vec2 b, vec2 p) {
}
// End include 2023-03-13 15:33:44.438312149 UTC
vec2 shift(vec2 p) {
return vec2(lightPos.xy + (rad2 * normalize(p - lightPos.xy)));
return vec2(lightPos.xy + (rad * normalize(p - lightPos.xy)));
}
float isLHS(vec2 startV, vec2 testV) {
return sign(-startV.x * testV.y + startV.y * testV.x);
@@ -29,12 +29,12 @@ void main() {
vec2 p1 = gl_in[0].gl_Position.xy;
vec2 p2 = gl_in[0].gl_Position.zw;
vec2 closepoint = closestPointOnSeg(p1,p2,lightPos.xy);
if (isLHS(p1 - lightPos.xy, p2 - lightPos.xy) < 0 && distance(closepoint,lightPos.xy) < rad2) {
vec2 closeshift = (rad2 * normalize(closepoint - lightPos.xy)) + lightPos.xy - closepoint;
if (isLHS(p1 - lightPos.xy, p2 - lightPos.xy) < 0 && distance(closepoint,lightPos.xy) < rad) {
vec2 closeshift = (rad * normalize(closepoint - lightPos.xy)) + lightPos.xy - closepoint;
vec2 p1cs = p1 + closeshift;
vec2 p1o = vec2( distance(p1,lightPos.xy) > rad2 ? p1cs : shift(p1) );
vec2 p1o = vec2( distance(p1,lightPos.xy) > rad ? p1cs : shift(p1) );
vec2 p2cs = p2 + closeshift;
vec2 p2o = vec2( distance(p2,lightPos.xy) > rad2 ? p2cs : shift(p2) );
vec2 p2o = vec2( distance(p2,lightPos.xy) > rad ? p2cs : shift(p2) );
gl_Position = theMat * vec4(p1o,-500,1); EmitVertex();
gl_Position = theMat * vec4(p1,-500,1); EmitVertex();